The Berlin of Berlin 2185 is different to other cities of the late twenty-second century. Whilst their response to environmental collapse has been to cede control to the corporations and slide into a cyberpunk dystopia, the Berlin Mandate Group, at the direction and donations of the Philanthropist has instead sought to share the city’s wealth. To use to protect the city, preserving the old buildings for prosperity whilst constructing more sustainable ones; to introduce a Universal Income and eliminate homelessness; and to establish a drone-driven energy dome over the city, protecting its citizenry, flora, and fauna from the worst effects of UV radiation and other contaminants—effectively, cutting edge weather control. Free from corporate control and capitalist drives, Berlin has become both a scientific and technological paradise and powerhouse.
Friday, 14 August 2026
Grey City Future
The Berlin of Berlin 2185 is different to other cities of the late twenty-second century. Whilst their response to environmental collapse has been to cede control to the corporations and slide into a cyberpunk dystopia, the Berlin Mandate Group, at the direction and donations of the Philanthropist has instead sought to share the city’s wealth. To use to protect the city, preserving the old buildings for prosperity whilst constructing more sustainable ones; to introduce a Universal Income and eliminate homelessness; and to establish a drone-driven energy dome over the city, protecting its citizenry, flora, and fauna from the worst effects of UV radiation and other contaminants—effectively, cutting edge weather control. Free from corporate control and capitalist drives, Berlin has become both a scientific and technological paradise and powerhouse.
Friday, 7 August 2026
Cyber-Dungeon Classics I: Arcolgies
Netcrawl: Arcologies is a supplement that attempts to address the infinite number of possibilities when it comes to what the virtual reality environments of Netcrawl and the WorldNet look like, what might be found there, and what threats that the Avatars might encounter. It is in effect a dungeon generator for a cyberpunk and virtual world setting that the Judge can use as prompts to develop the space into which the Avatars are cast and bring it to (virtual) reality. The first part of Netcrawl: Arcologies looks at its namesake with a set of tables for defining what a particular arcology is like. The generator determines an arcology’s tone and theme, functionality, appearance, and style, plus the primary form of travel to and within the arcology. So its tone might be disorientating or entertaining, its theme lines and vertices or grimy, functionality a beta release or fortified, and its appearance a polygon or shaped like a vehicle, and so on. In style it could be gridded or circuitry and if a polyhedral shape, a cylinder, cone, or rhomboid prism.
Physically, Netcrawl: Arcologies is a vibrantly, neon affair. It is not illustrated, but the colours more than make up for it.
Sunday, 19 July 2026
City in the RED
Almost all of the famous cities in roleplaying are fantasy cities. Waterdeep, the ‘City of Splendours’ from the Forgotten Realms, and Sigil, the City of Doors from Planescape, both for Dungeons & Dragons from Wizards of the Coast; Freeport: The City of Adventure from Green Ronin Publishing; and Pavis in Glorantha for RuneQuest from Chaosium, Inc. Conversely, famous cities in roleplaying in the Science Fiction genre are few and far between. Both come from the Cyberpunk genre. One, of course, is the real world city of Seattle in the Sixth World of Shadowrun, whilst the other is the fictional Night City of Cyberpunk 2013, Cyberpunk 2.0.2.0., and Cyberpunk RED. Night City began life as Coronado City, incorporated in the early nineties and envisioned as a planned urban community by Richard Night on the coast of northern California. After his murder, it was renamed in his honour, but crime moved in and the city was dominated by mob wars for a decade, before corporate interests disrupted the activities of the various criminal organisations. Night City became notorious as a battleground between Militech and Arasaka during the Fourth Corporate War, which came to a head with the detonation of nuclear device atop Arasaka’s Night City headquarters which devastated the city’s Corporate Centre, allegedly placed by the famous Rockerboy, Johnny Silverhand. The reconstruction efforts, led by Richard Night’s widow and corporate interests, under a new charter, have been ongoing now for twenty-five years, disrupted by an earthquake, a terrorist attack by cultists who believe the nuclear detonation is sacred, and a near-war between Nomad groups that run the transport of passengers and goods in and out of the city. None more so than in the ‘Hot Zone’, the site of the city’s original corporate centre where the bomb went off. It is 2045, the Time of the Red, and Night City remains a heavily armed, corporate-run city-state in the south of the Free State of Northern California, a Free Port serving as the gateway to the Pacifica Confederation that consists of Northern California, Oregon, Idaho, Washington, and British Columbia.
Night City 2045
Sunday, 21 June 2026
A Cyberpunk Conjuncture
This is the set-up for The Gaia Complex – A Game of Flesh and Wires, a Cyberpunk roleplaying game of street violence, espionage, vampiric uprisings, and overzealous A.I. governance, published by Hansor Publishing. It feels like a very traditional Cyberpunk roleplaying game, though with an obvious European bias, and with the oddity of the addition of the supernatural in the form of Vampires and Ferals. Of course, this is not the first time that Vampires and Cyberpunk have been brought together. Night’s Edge, published by Dream Pod 9 and Ianus Publications in 1993, brought vampires to Cyberpunk 2.0.2.0. from R. Talsorian Games Inc.. That though was an extra option, whereas here in The Gaia Complex, vampires are part of the setting and they add an element of the supernatural and horror to the fringes of that setting. In comparison, their inclusion is not as radical an addition to the Cyberpunk genre as fantasy is ShadowRun. Plus, they are not available as a Player Character options and should a vampire turn a Player Character, he becomes an NPC. It is possible to play a Feral though. They are not as physically strong as the average human, they have allied companion beasts, and their blood is actually poisonous to Vampires!
A Player Character in The Gaia Complex is Merc. He is either a Human or a Feral, and will have a Character Role. The ten Character Roles are Operator, Core Hacker, Bio Hacker, Paramed, Cyberdoc, MilTech, Mech, Tech Trader, Data Dealer, and Handler. Each Character Role sets a Player Character’s Favoured Stats, Core Skills, Starting Items, and a Trait, the latter, a special ability which kicks in under certain circumstances. For example, the Operator has the Favoured Stats of Brawn, Guts, and Reflexes; Core Skills of Firearms, Melee Weapons, Strategy, and Tracking; a Starting Item of a firearm or melee weapon; and the Trait of ‘Combat Readiness’, which grants an Operator a bonus to initiative, able to identity threats and respond to them faster. The Handler has the Favoured Stats of Allure and Perception; Core Skills of Animal Handling, Awareness, Meld, and Tracking; a Starting Item of an animal companion; and the Trait of ‘Feral Mind’, which represents the Feral’s honed mind and senses with a modifier to Awareness skill tests and the capacity to spend Grit to automatically pass a Meild skill test. The Player Character has seven stats—Brawn, Reflexes, Guts, Brains, Allure, and Perception—each rated between one and ten and each having six associated skills. Skills do not have a rating; a Player Character either has the skill or not. The seventh stat is Grit, which is a pool of points that can be spent to ensure success during play. A Player Character also a Disconnect score, which measures his biological functions versus the amount of cyberware he has installed.
Creating a Player Character is a matter of selecting a Character Role and applying its bonuses, dividing twenty-five points between the stats, and picking twelve skills in addition to those granted by the Character Role. This gives him a total of sixteen skills and two of them must be Specialisations. Lastly, the Player Character receives some clothing, somewhere to live, enough food to last a week, and a budget to spend on starting equipment and cybernetics. The process is quite straightforward; the most complicated part being making the choices in terms of equipment and cybernetics.
Name: Ottilie Harsholm
Character Role: Core Hacker
Trait: Digital Life
STATS
Brawn 3 (Unarmed Combat)
Reflexes 6 (Firearms, Pilot Drone, Stealth)
Guts 5 (Gambling, Streetwise)
Brains 8 (Electronics, Hacking, Mechanical, Programming)
Allure 4 (Barter, Deceive, Persuasion)
Perception 5 (Awareness, Lock Pick, Surveillance)
Grit 4
HIT POINTS
Endurance 9 Pressure 24
Morale 10 Disconnect 78
CYBERWARE
NVI ProKL Neural Frame, NVI Flashline Neural Rig, THD Drone Remote, DrillBit Mk.2, Transplant
Mechanically, The Gaia Complex uses what it calls the 12.3 System. To have a Player Character undertake an action, the appropriate Stat is first compared against the difficulty, ranging from one for very easy to almost impossible for eleven. If the appropriate Stat is equal to, or less than, the difficulty, the Player Character automatically succeeds and no roll is required. If a roll is required, the player rolls two twelve-sided dice and compares the result against the Stat. A success is generated if the result is equal to, or less than, the Stat.
If the Player Character has the appropriate skill, only one Success is required, but if the Player Character does not have the skill, a Success is required on both dice. If the task is still difficult, the Game Master can also apply a Complexity Modifier to the roll. If the skill is marked as a specialisation, a player can reroll any single die that did not roll a twelve. Grit can be spent to reduce the result rolled, each point spent, reducing the result on both die by one for each point spent—though not if a twelve was rolled. If the test is failed and either die rolled a twelve, the result is a critical failure. This can result in the loss of Endurance or Morale, inability to undertake the task again, gaining the wrong information, equipment failing, and so on.
Combat uses the same mechanics. Initiative is a simple roll of one die plus Reflexes or Perception and during each three second Combat Round, a combatant can perform one action—either Movement, Supporting, Close Combat Attack, or Ranged Attack. Any attack action requires a successful roll, again against the appropriate Stat. However, there is a greater range of Complexity Modifiers which can apply to the actual roll. For example, in close combat, charging adds a +1 Complexity Modifier and a +2 Complexity Modifier is added if the target is actively dodging, whereas in ranged combat, an aimed shot grants a -1 Complexity Modifier, a snapshot adds a +1 Complexity Modifier, and cover adds a variable Complexity Modifier depending upon how heavy it is. Burst allows a single damage die for the gun to be rerolled, any result of an eleven becomes a twelve, whilst suppressive fire applies a -1 Complexity Modifier, all damage dice to be rerolled, and any result of ten or eleven becomes a twelve. Each weapon has its own profile in terms of damage and effect, as well as background. A Player does need to keep track of how much ammunition has been used.
In terms of Hit Points, a Player Character has both Endurance and Pressure. Endurance represents his physical health and Pressure his mental health. Weapons inflict Endurance damage, typically 3d3+1 for a handgun, whilst attacks from programs in the Core or some
vampire abilities reduce Pressure. There are serious side effects if either Endurance or Pressure are reduced to five or less and if Endurance is reduced to zero, the Player Character is dead, and if Pressure reduced to zero, the Player Character is either brain dead or insane. There are also EMP weapons that can affect electronics and cybernetics. Armour will Endurance damage by a random amount, in some cases can be stacked, and optionally, can be damaged when it stops incoming blows. Other optional rules allow for knockdowns, hit locations, bleeding, and morale. Overall, the combat system is brutal.
As a Cyberpunk roleplaying game, The Gaia Complex includes a wide range of cyberware. Cyberarms and legs with storage comparts, magnetic plates, pop-up weapons, toolmate and TASER fingers; cybereyes with X-ray scanners, UV options, and targeting systems; cyberears with improved hearing range; cyberjaws with lockjaws and sharpened canines; titanium ribs and spinal replacement; neural frames and rigs for accessing the Core, storing data safely, and operating drones remotely; and more. Bioware options add improved hearts and lungs, whilst other implants include nasal filters, chip ports, and cable jacks, and exo-skeletons have their options. Many of the items of cyberware are available from legitimate CyberDocs where the newly installed devices will be legally recorded and also from backstreet CyberDocs who install ‘Hackjob’ versions of the devices, as functional, but often clunkier and more obvious, though without it being reported to the authorities. Either way, installing any device reduces the Player Character’s Disconnect. This starts out typically at about ninety, but is reduced for each item or upgrade. When Disconnect drops below fifty, the Player Character begins to suffer deleterious effects. ‘Hackjob’ versions tend to incur a greater Disconnect loss than legitimate versions.
The treatment of Hacking in The Gaia Complex is kept surprisingly short, just four pages long. Physically, it requires a Hacking Rig, Neural Frame, or Jack sockets and leads, and access can be found all across the city. Mechanically, it uses the Hacking skill and asks the player to define the objectives and the Game Master the number of layers of security that a hacker must penetrate or bypass to find the data he wants, access the permissions he wants, or plant the data he wants. The Game Master places countermeasures, such as a Data Wall, Cortex Trap, or Watch Dog, in these layers as challenges and threats that the Hacker has to overcome. All of this is played out in abstract fashion rather than mapping it necessarily, primarily relying on roleplaying to handle the narrative. The confrontations and encounters in the Core take roughly two to three seconds each, so that a Hacking attempt can be run alongside combat, although the Hacker can only focus on the attempt and finds it difficult to communicate.
Bio Hacking is treated in a similar fashion and length. Where Hacking involves electronically breaking into data systems and servers, Bio Hacking involves breaking into someone else’s mind, whether through the Core and into his Neural Frame or by directly jacking into the target’s systems via a port. Once inside, instead of experiencing the consensual network of neon and structure of the Core, the Bio Hacker finds himself in a void dotted with colourful nodes representing the target’s memories and the functions of his Neural Frame. It is extremely disorientating as the Bio Hacker constantly feels as if he is falling in a loop over and over, and it takes some getting used to. However, whilst in the target’s mind, the Bio Hacker can do a number of things. One is to steal desires, knowledge, memories, and secrets from the target, another is to plant thoughts, and even completely dominate the target to place them in forced servitude. As with Hacking, Bio Hacking is to be run in an abstract fashion, emphasising roleplaying with the Game Master setting up Bio Hacking Countermeasures for the Player Character to overcome.
As you would expect, The Gaia Complex includes an extensive list of arms, accessories, armour, clothing, hacking gear and accessories and programs, drones, accommodation and property, and more. Of course, it adds a range of animals for the Ferals’ Meld ability.
The non-Cyberpunk aspects of the setting of New Europe get their own sections, detailing in turn the world and cultures of the Ferals and the Vampires. Ferals have spent much of history as loners, drifters, and outsiders, and for the most part, still do in 2119. They simple lives, tend to avoid the use of cyberware, and when they do become Mercs, often follow their affinity for and love of animals to act against Sephron Corp, wanting to free the animals it clones. Feral culture continues to be street-based, the most notable organisation being the Circadian Network which operates throughout New Europe, managing a hidden surveillance and data trafficking network. Vampires, being non-human, receive more mechanical detail. What happens if someone is turned and becomes a Vampire, the special abilities that they can gain such as Deathtouch, Exsanguinate, Regeneration, Telekinesis, and Telepathy, and the rules of their survival, as well as their leading figures and corporations, like the Un-Set Corp; the vampire-operated investment firm, and Belvoit Media, a human/vampire co-run media firm specialising in urban advertisements.
There are details too, of the various corporations operating in New Europe, and in the wider world, New Europe and the other metropolises. Here there are descriptions of each of the districts of New Europe, all of the city or country sized, giving a bit of flavour and background so that the Game Master has reason to get her Player Characters there and feel enough to describe it to her players. Less useful are the descriptions of the other ten metropolises around the world since environmental effects have limited contact and travel between them for decades. Although the metropolises do feel reminiscent of the world of Judge Dredd from the pages of 2000 AD, their inclusion does give the Game Master a greater feel for the world. More useful perhaps is the information on the major corporations operating in New Europe as they provide at least a set of potential employers and targets.
There is decent, if brief, advice for the Game Master along with three data seeds—extended plot outlines—and good advice on inclusivity and safety. However, the last fifteen pages of The Gaia Complex is devoted to ‘The Truth Behind The Screen’. This gives the real history of the future of New Europe, shifting the setting in a radically unexpected direction and potentially changing what the roleplaying game setting purports to be. It includes an actual timeline that encompasses everything, which is slightly annoying because there is no timeline without those changes earlier in the book for the players’ benefit. As welcome as this new and expanded background and timeline are, it is of limited use. The problem is that there is no accompanying advice on how to use this extra timeline and background details, on how to bring it to the attention of the Player Characters, and how they might learn of it, and what they might do if they learn of it. So, at best, the Game Master can run the setting as is, as a more or less straight cyberpunk roleplaying game, but with supernatural elements, and perhaps begin work in the esoteric elements of the deeper background if she wants to and is confident enough to do so. Either that or wait for a supplement that brings it into play, because otherwise, the secret background is interesting, but just not yet relevant on the strength of the core rulebook alone.
Physically, The Gaia Complex is well presented. The artwork is excellent, but the cartography is serviceable at best and the book is slightly overwritten in parts. Every chapter is prefaced with a piece of colour fiction that helps to bring the setting to life.
The Gaia Complex – A Game of Flesh and Wires is a surprisingly light roleplaying game for the Cyberpunk genre, at least mechanically. In terms of setting, it feels very much like a standard Cyberpunk dystopia, complete with widespread violence, gangs, feuding corporations, and overbearing A.I. directed governance, though one with a European emphasis and one with a view of weirdness and horror with the inclusion of the Ferals and Vampires. The European emphasis gives it a certain freshness of a long history upended and a less traditional setting for the genre, whilst the horror and the weirdness give it an unexpected, if slight bite.
Saturday, 21 March 2026
Magazine Madness 46: Interface RED Volume 5
The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—
Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 starts by adding some crunch to your Cyberpunk RED campaign. Quite literally. With ‘Breaking Your Stuff: Rules for Maintaining (and Damaging) Gear’, the Edgerunners have to deal with the wear and tear on their weapons and gear, and the need to maintain it. It can now be categorised as ‘Damaged’ as well as ‘Destroyed’ and ‘Destroyed Beyond Repair’, which allows it to be repaired or used with a penalty. Maintenance can be part of an Edgerunner’s Lifestyle level if the item does not exceed that Lifestyle level, but if it does, he will have to pay to keep it functioning. There are Role-based exceptions, such as Rockerboys having a Lifestyle one level higher for the benefit of maintaining musical instruments and other equipment. Lack of maintenance can lead to breakdowns, as can other damage, but when a player rolls a natural one to use a damaged or poorly maintained, malfunctions can happen. Tables list possible malfunctions for a range of devices and weapons and the Game Master can always make up more. This adds a level of realism to the play of Cyberpunk RED, but it may be a touch too much for some groups. Others will like the grit adds to the streets of Night City.
The Edgerunners may have had the chance to play Roller Derby as part of the campaign, Tales of the RED: Hope Reborn, but ‘Chasing The Rabbit: Roller Derby in the Time of the Red’ gives the full details of the game and the Night City Wonderland League and its twelve teams. It can be the focus of a scenario or two, but there is the possibility here that Roller Derby could be the central focus of a campaigned, perhaps combining a Streel Level campaign with a sports-based campaign. The combination would have lots of inspiration to draw upon and would work well for a short to medium length campaign.
Physically, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is cleanly, tidily laid out. The artwork is decent too and everything is easy to read.
Although much of it was originally available for free and of course, all of it is optional, as with previous issues, having it all in print in Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is a great compilation and great support for Cyberpunk RED. There is so much in its pages that will find its way into any Game Master’s campaign and much that will extend it too in unexpected ways, such as sending it onto a Roller Derby rink, giving advice and structure to mysteries (murders and otherwise), and turning up the power for Mercenary Level. Plus, there is much that will add little details to the Game Master’s campaign like creating Screamsheet handouts and giving a touch of agency to Agents. All of it together, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is another great issue.
Saturday, 21 February 2026
Cyber-Dungeon Classics
In NetCrawl, the Player Characters are ‘Avatars’. An Avatar has six characteristics—Power, Agility, Vitality, Wits, Psyche, and Hack. The latter enables an Avatar to manipulate the code which runs the WorldNet and its modifier affects critical hits, fumbles, and the like, and points of it can be permanently expended to gain a one-time bonus. It is the equivalent of Luck in Dungeon Crawl Classics, and can only be regained by great acts or courage, the Ciphomorph and Grifter Classes. An Avatar has access to three categories of skills—Security, Investigative, and Code Execution—of which he will typically be trained in one. Security covers breaking into and avoiding hazards in secured systems; Investigative skills provide clues; and Code Execution is exactly that. An Avatar will also have a certain amount of RAM. This varies by Class and Level, but is spent to purchase Daemons or equipment, Mod Chips, Programs, and Scripts.
Netcrawl has five Classes. The Avartarist sees the WorldNet as being alive and can Repattern WorldNet and holographic objects to heal them, receives a bonus Holo Die to run programs, and is bonded to an A.I. The Ciphomorph is native to the WorldNet and gains bonuses when rolling for Execute Program and the use of Hack, as well as being able to share Hack with others. The Cybernaut specialises in running Programs and can Burndown Vitality, Wits, or Psyche score to enhance the Program check. The Grifter specialises as either an Intrusion Specialist, Threat Eliminator, or Data Savant. The Intrusion Specialist is good at breaking into systems and hiding his tracks; the Threat Eliminator can harm ICE; and the Data Savant focuses on finding, analysing, and synthesising data. The Grifter also uses finished Scripts, programs with a static outcome and is also good at using skills. The Wardriver focuses on speed and power, relying on Mod Chips rather than Programs or Scripts, as well as Daemons for offensive and defensive countermeasures. Mod Chips give bonuses in combat and the Wardriver has a number of slots for his Mod Chips, being to swap and activate them, as necessary. There are different models for each type of Mod Chip, each proving a better bonus than the earlier ones and as the Wardriver’s Mod Die improves the better the bonus he gains from the Mod Chip. For example, the Brute Mk. I Mod Chip grants a +1 bonus to unarmed attacks, but the Brute Mk. II Mod Chip gives a bonus to both unarmed attacks and damage. Then with a Mod Die of three, the Wardriver gains +1 to his Armour Class whilst unarmed, whereas with a Mod Die of three, he gains the Armour Class modifier and an additional attack with a fourteen-sided die. The various Mod Chips cover ranged attacks, rate of fire, initiative, and more
What is important here is that this Avatar is a projection of a person into the WorldNet via a mix of hardware, software, and data, together known as a ‘Rig’. This person could be a ‘real-world’ person jacked in, a server in the Cloud, or other virtual entity, and is known as the ‘Host’. The ‘Host’ grants an Avatar a Hack modifier, much like the Star Sign does to Player Characters in Dungeon Crawl Classics. For example, ‘Samurai Mk. VII’ grants a modifier to ‘Daemon melee attack rolls’, whilst ‘Grid Punch Gold’ modifies the Avatar’s ‘Speed’. This is rolled for all Player Characters, including Zero Level Avatars who can then be run through ‘The Gig’. This is an entry-level scenario, the equivalent of the Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game that Netcrawl is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. As entry-level software, the Avatars are essentially network & system software, developer toolkits, and hacker tools.
Avatars wield a variety of Daemons, or items of equipment, which are divided in several categories—Melee, Ranged, Protective, and Support. The weapons and armour are mix of the old and the new, but all with a Cyberpunk theme. Thus, the katana alongside razor claws and the monowire whip. Some of these are nicely adjusted so that nunchuku has a bonus to Fumble rolls and the ICE pick will subvert ICE! In general, the melee weapons are more fun than the ranged weapons, though going into battle with a screamin’ skull that fires a cone attack or a viral gun that shoots malware is entertaining. The Protective daemons are more descriptive, but it is possible to use a Firewall as temporary ablative armour, although some versions reduce a character’s Action die. There are also Datagrams which provide small, one-off boosts to an action, such as ‘Electric jolt’, which forces a target to lose its next action if it fails a Reflex saving throw or ‘Logon credentials’, which grants a bonus to a False Identity check.
In general, combat in Netcrawl works like combat in the Dungeon Crawl Classics Role Playing Game. However, there are some changes to account for the change in genre and setting. This includes ICE being able to enact ‘Traceback’ and track and even attack an intruding Avatar, HupLock an Avatar to prevent it from logging out or a Kick to force a disconnection. Lost Health is regained in Maintenance Cycles, whilst an Avatar reduced to zero Hit Points is de-rezzed, begins to pixelate and lose digital cohesion, but can be re-rezzed, either through certain programs or the Avartarist’s Repattern ability and restored to positive Hit Points. Some Avatars—Ciphomorph or Grifter—can channel their Hacking ability to attack opponents, shatter objects, and even launch a counterattack against program assaults. This requires the expenditure of points of Psyche, the result determined by a roll on the ‘Hacking Result Table’ or compared with the roll made for the program targeting the hacker, this being resolved as per the rules for spell duelling in the Dungeon Crawl Classics Role Playing Game.
Physically, Netcrawl is decently written, but the layout is often jarring because it uses a lot of vibrant colours on black backgrounds which some may have difficulty reading. The switch to the standard layout for spells in the Dungeon Crawl Classics Role Playing Game or mutant powers in the Mutant Crawl Classics Roleplaying Game for the Programs is also jarring, although more easily red. The artwork is decent and a nice touch for ‘The Core Queen Slumber’ adventure is that the locations are drawn as per the ray-traced depiction of the virtual world a la the film Tron.






